5. Lists, tips and other paraphernalia for the DARKLANDS voyager
Rare items and places in DARKLANDS (Holy relics, Devil's Bridge, etc.)
--This section provided by CMB--
a. Holy Relics
These are found in evil monasteries, locked in chests. Once in the hands of the group, they are freed and can be returned to a cathedral (not just any church) in a city. The return of these holy relics does not appear to confer any direct benefits on your group in the way of improving individual characteristics, but each donation transfers 30 points or so to improve your local reputation. It would appear that a donation of more than one relic per day does not, however, grant more increases. If a player has more than one relic, he should spread the donations over a few days, or a few cities.
Some holy relics can be used by the group, others cannot. All those with 99q are not useable or saleable, and all weapons (with less than 99q) can be equipped and used as regular weapons. Other than their obvious quality, useable holy relics may or may not have other beneficial properties. Certainly, no items of such quality can be purchased anywhere.
Useable
S.Arnulf's Greatsword (55q)
S.Olaf's Battleaxe (55q)
S.George Greatsword (60q)
S.Dunstan Hammer (65q)
Spar [Club] of Erasmus (50q)
Spear of Longinus (65q)
Staff of S.Patrick (60q)
S.Hubert's Bow (55q)
Unuseable (99q)
Thorn of the Crown
S.Mary's Tears
S.Catherine Pain
S.Edward's Ring
S.Emydius Finger
S.Gabriel's Horn
S.Ita's Needle
S.Kessog Medallion
S.Odo's Testament
S.Odilia's Oil
S.Raphael's Water
S.Swithbert's Foot
S.Willehad's Shoe
S.Thealeaus' Spoon
b. The Devil's Bridge, the Good Witch
--This section provided by CMB--
The Devil's Bridge can be found before entering the village of South Nurn. 'Nuff said.
The good witch can be found in a tower SW of Magdeburg. She will evaluate your level of training to determine whether you are capable of taking on the evil that lurks in the darklands. You can return to this place for a quick appraisal. c. Clothing Manufacturers in cities
--This section provided by CMB--
As was pointed out by Chris Meadows (robotech@eyrie.stanford.edu), clothiers will never sell you anything during the day, but if you go back at night... Back to Table of Contents List of cities with Cathedrals, Universities
--This section provided by CMB--
In Universities, you can combine most of the functions of some of the other learning institutions, the Kloster and the Alchemist. The University will allow you to learn about saints or purchase alchemical material (the physician also), and to upgrade your Philosopher's Stone. Furthermore, you can hire the services of a professor to teach the following subjects: Alchemy, Religion, Speak Latin, Read and Write and Healing. The first can also be obtained from an Alchemist, the middle three from a Kloster and the last from a Physician. Note that cities not listed here have neither a Cathedral nor a University.
Cathedral:
Aachen
Augsburg
Bamberg
Basel
Brandenburg
Braunschweig
Breslau
Bremen
Brunn
Danzig
Erfurt
Flensburg
Frankfurt O
Freiberg
Freiburg B
Goslar
Hamburg
Köln
Konstanz
Leipzig
Lübeck
Luxemburg
Magdeburg
Mainz
Munster
Osnabrück
Paderborn
Prag
Schleswig
Soest
Speyer
Strassburg
Stuttgart
Thorn
Trier
Worms
Würzburg
Xanten
Zurich
University:
Erfurt
Heidelberg
Köln
Leipzig
Nürnberg
Prag
Rostock
Würzburg
Back to Table of Contents Strange things in the game
--This section provided by CMB--Grappling Hook, Rope
(NOTE AvL) A rope is of use for leaving a town by the city wall, entering a cave on top of a mountain, getting yourself out of the pit in the mines and dragging a companion out of the quicksand when travelling through a bog. I believe a grappling hook supports most of these purposes as well. However, all occasions for using a rope include different options which will serve the special purpose more accurately. Leaving the pit with the help of a Stone-Tar potion is guaranteed success better than anything else, leaving the town by a sewer rather than climbing up the wall using a rope, and getting your comrade out of the mud is properly done with a Transformation potion.Harp, Flute
(NOTE CMB) To be used in combination with prayers to St.Cecilia, Patron Saint of music, who, among other thing "enhances local reputation greatly if the person has a musical instrument".Superb Horse, Fast Horse, Average Horse, Pack Horse, Mule
(NOTE DA) Superb horses increase the travel speed of the party. The best indicator for this is the night/day icon in the upper right corner of the display: it really slows down when the group has superb horses. It will speed up again in mountainous and forested areas or anywhere the going gets tough. I have never found whether the party needs only one superb horse or whether everyone needs one -- anyone know? I am not sure, but I think that the best places to seek out superb horses are in villages (that's where I usually find them) or monasteries.
(NOTE AvL) With horses, you have the option to make an attempt to outrun boars, wolves and the Wild Hunt. Yet, I haven't figured out (or just can't remember) if this works if only one of your party members owns a horse. Nor did I find out if a fast or a superb horse increases your chance of success proportionally. But I guess your riding skill will affect this as well. Also, when meeting pilgrims, sick people or displaced villagers, you can offer your mules to them for easing their travellings, which increases your virtue. What I can say, is that horses and so on are significant only if your purse grows too heavy }-) I haven't noticed a better traveling speed or anything like that.
(NOTE CMB) Furthermore, horses appear in towns. They don't seem to affect the price of your lodgings, but they are mentioned if you go to the port at night, as part of an attempt to escape from a city. Tusk of a boar
Back to Table of Contents Things with no apparent purpose in the game
--This section provided by CMB--
If anyone knows of any use for these objects, please contact the authors.
Clock
Gold Cup
Wolfskin Back to Table of Contents Bits and pieces
The following is quoted from Microprose, README.TXT distributed with patch 483.07
CHARACTERS LEAVING BATTLE by STAIRS or LADDERS
If a character uses a ladder or stairway (a "portal") to change floors, remember that the character is now inaccessible except through the appropriate number key (1 through 5) on the keyboard. Please review pages 35-36 of the manual if you're confused.
Also note that "Multiple Portals" is more flexible than the manual suggests. If all survivors have left the original floor in different directions, the view shifts to the character who departed last. However, we still recommend that you rejoin the party immediately, since various functions (including group mode) may be confused by a party split onto various floors.
UNCERTAIN FATES & PRISONERS
Sometimes a character will suffer an uncertain fate. A series of "?" symbols appear in the blue character box. Such characters may be dead, may be a prisoner in a nearby city, or may have escaped their fate and be waiting for you at some nearby city inn.
To rescue a prisoner, you must get into the dungeons of the city hall. If forced into a fight, you must kill ALL the guards. Accomplishing this will free your compatriot.
--This part of the section provided by DA--
1. Do you want to beat that bothersome knight who keeps challenging you to a joust or ride? Pray to Christoph (31) or George (23), defeat the knight, and increase your reputation.
2. The person using a rope to climb up something should remove all armor and weapons before climbing.
3. If the party is fighting just one strong enemy (raubritter, demon, etc.) he will fight with only one of your party. That means the other three may do battle using their berserk mode thus making short work of the enemy.
4. Once the party has some experience and skill, they may gain money at an accelerated pace by scouring the countryside for castles with evil rulers. Using Roch and Reinold or other saintly combinations, the party can discern whether or not the ruler is a good man or an evil man and then sneak into the castle if he is evil. There are usually bountiful goodies inside.
5. A note on the Wild Hunt. I think someone mentioned some specific saints who would stop the Wild Hunt. In my experience, the saint needed to end the hunt is never the same from one game to the next.
6. Sometimes I think I am repeating myself. Has anyone mentioned that when a character retires, he or she takes 1/5 of the group's wealth?
7. Here is what I know of the dwarf king mine question that Alex posed. On the second level down there are two ladders downward; one leads to the dwarf's treasure and the other leads to the dwarf himself. Take the treasure level first which consists of a couple more levels down before you reach the treasure. This path leads to the area where the gnomes keep multiplying as fast as you can kill them. The best thing to do is to run from them and escape to the next level down. This takes some dexterity and maneuvering since each member of the party must move as an individual. When you have retrieved the dwarf's treasure, return to the second level down from the surface and take the other ladder down to find the dwarf. The obvious thing to do when you meet him is to trade his treasure for returning the mine to the miners.
Michael Nemeth (v-vsmn@microsoft.com) contacted us with the following information about how to use a "feature" of the game to cheat.
A few months ago, I very accidentally discovered a way to duplicate
any item that you have without the use of an outside editor. I'm usually
not one to cheat in games at all, but since this is the first "cheat" of
this type that I have found on my own, without any help, I can't resist
using it every great once a while.
You start by going to the Inn in any city. Select "Store an item with
the Innkeeper". Put whatever items you want to duplicate in the storage
cache.
Leave the the cache and then select "Store an item with the Innkeeper"
again. Retrieve the items you have in storage, and DO NOT LEAVE the storage
cache. Instead, hit ALT-L (for load game). At the Load Game menu, select
"Return to Game". You will be returned to your game, but instead of appearing
in the Storage Cache, you will notice that you are carrying the items you
wanted to duplicate. Select "Store an item with the Innkeeper" once again,
and the items will also be in the storage cache, ready to be picked up!!
This is a way not only to keep your characters in good equipment, but basically
have an unlimited source of cash. If you really want to tear through the
game, just make one of each 45 quality potion, and duplicate to your hearts
content. This can really be used for hard-core cheating if you're into
that, but it can also be a way to give yourself that one extra 45-quality
Composite bow that you can't find (or duplicate those holy relics, but
I think that is a little sacreligious ;-) )
I don't know whether many people know about this, but I figured I would share
it, just in case.
In a later message, Michael adds:
Just to let you know, after a little experimenting, I've found that
this duplicating trick only works in version 483.06, but it has worked in
every install I've tried. I guess for version 483.07, they found it and
fixed it. (In version 7, there is no "Return to Game" option from the Load
Game screen.)
Back to Table of Contents Stupid things about DARKLANDS
--This section provided by CMB--
1. Characters have no real limit on how much they can carry, even though weight for each object is given.
2. There is never a shortage of any particular good for sale. No matter where you go, you can always buy any number of a particular item for sale. Considering that Germany was not yet the rich nation it later became, it seems unlikely there would be an unending number of all items for sale at any given time.
3. There is no difference in size for various characters (Gretch can wear Gunther's armour and vice versa, an unlikely occurence in real life).
4. There is no need to eat or sleep while on the road. Normally, I would say this has been abstracted for the sake of simplicity, but for a game that actually requires you to decide what your characters do every hour of every day, you would think eating and sleeping might be requirements, rather than simply optional. Also, travelling is continuous, with no stops at night, unless you desire to do so. Your characters will cross Germany from end to end without stopping to rest or eat.
5. Travelling further by water does not cost more. Assuming it costs 3 groschen to go from Vordingbord to Naskskov, and it costs 3 groschen to go from Naskskov to Flensburg, it doesn't cost more than one fare to go from Vordingbord to Naskskov and continue on to Flensburg and even further, all the way to Thorn, if the opportunity arises.
6. Germans are extremely honest people; nothing you carry with you is ever stolen without your knowledge, or being able to fight to keep it.
7. You are never caught unaware, with your pants down and your weapons unready, unless the player has chosen to unequip his characters ahead of time.
8. No one ever bolts from combat, everyone fights to the death, unless the player chooses otherwise. Non-player characters die with their boots (or hooves) on.
9. A player character who has not been attacked will not involve itself in the defense of others, but a non-player character will.
10. Characters on the point of death can still strike with full force.
11. Armour and weapons never degrade as a result of regular combat. Only alchemical weapons cause armour to degrade.
12. Characters can pass things to one another, even though they're rooms apart.
13. The Archbishop of Trier has two capitals, Trier and Koblenz. Back to Table of Contents List of the First 40+ significant jobs and significant events in one game
--This section contributed by CMB--
This is the list of the first 40 jobs of a particular game. This is not intended to suggest that the events will take this course, but only as a guide to the types of jobs one can expect. This also does not include random events, such as wilderness or town encounters. Also, it should be noted that the game was on the easiest setting but not enhanced by save editors.
No.
Patron
Task
1
Fugger, Frankfurt M
Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M
2
Fugger, Frankfurt M
Raubritter Endres Höltzel, NE of Bamberg, E of Frankfurt M
3
Medici, Frankfurt M
Raubritter Raban of Bar, W of Speyer, SW of Frankfurt M
4
Hansard, Frankfurt M
Medici in Freiberg, letters
5
Medici, Frankfurt M
Raubritter Konrad of Thurgau, NE of Köln, NW of Frankfurt M
6
Fugger, Frankfurt M
Fugger in Gröningen, letters
Witches' gathering, S of Goslar, 22SEP
Knockers, Mines near Aachen
7
Fugger, Dresden
Tarnhelm of Siegfried, SE of Worms
8
Hansard, Dresden
Raubritter Ulderich Linck, N of Freiberg, W of Dresden
9
Medici, Dresden
Scroll of Walram, N of Fulda
10
Medici, Fulda
Raubritter Endres Höltzel, NE of Bamber, SE of Fulda
11
Hansard, Leipzig
Medici in Linz, letters
12
Hansard, Goslar
Silver mace of Friedrich Barbarossa, Shrine N of Trier
13
Fugger, Koblenz
Medici in Burglitz, document
14
Medici & Hansard, Kuttenberg
Raubritter Eike of Lenzburg, W of Olmutz, E of Kuttenberg
15
Archbishop, Koblenz
Raubritter Konrad of Thurgau, NE of Köln, N of Koblenz
16
Fugger, Koblenz
Goods merchant in Gröningen, document
17
Alte Herr, Köln
Raubritter Kaspar Linck, NE of Aachen, W of Köln
18
Fugger, Köln
Fugger in Freiberg-im-B, document
19
Raubritter Diepold of Bar, NW of Xanten, N of Köln
20
Fugger, Köln
Tarnhelm of Siegfried, S of Leipzig
21
Fugger, Frankfurt M
noble relic (crown), W of Salzburg
22
Merchant, Salzburg
Raubritter Boto of Nunnenbeck, N of Salzburg
23
Bishop, Salzburg
Raubritter Leopold Osiander, N of Passau, N of Salzburg
24
Fugger and Medici, Augsburg
Raubritter Thom of Thurgau, NW of Ulm, W of Augsburg
25
Hansard, Augsburg
Fugger in Leipzig, document
26
Medici, Augsburg
Tarnhelm of Siegfried, N of Speyer
Knockers, Mines near Kuttenberg
27
Fugger, Heidelberg
Raubritter Raban of Bar, W of Speyer, W of Heidelberg
Witches' gathering, S of Freiberg B, 22SEP
Discover location of Great Monastery
28
Hansard, Freiberg B
Raubritter Raban of Bar, W of Speyer, N of Freiberg B
Witches' gathering, E of Strasburg, 13APR
Witches' gathering, NW of Groningen, 22SEP
29
Medici, Gröningen
Raubritter Lienhard of Berlichingen, E of Paderborn, SE of Gröningen
30
Fugger, Worms
Raubritter Thom of Thurgau, NW of Ulm, SE of Worms
Invoke St. Crispin to save team from Wild Hunt
Witches' gathering, N of Breslau, 11JUN
Witches' gathering, SW of Teschen, 31OCT
31
Hansard, Teschen
N of Burglitz, Prayer Book
32
Fugger, Teschen
N of Frankfurt O, Crown
33
Hansard, Dresden
Raubritter Udalrich Linck, N of Freiberg, W of Dresden
Knockers, Mines near Speyer
34
Alte Herren, Hamburg
Raubritter Joachim Hochstetter, NE of Luneberg, E of Hamburg
35
Fugger and Medici, Hamburg
Raubritter Lienhard of Berlichingen, E of Paderborn, S of Hamburg
36
Teutonic Knights, Marienburg
Raubritter Rupert Schuffelin, W of Danzig, W of Marienburg
37
Fugger, Marienburg
Medici in Stettin, document
38
Hansard, Marienburg
Medici in Dresden, document
Witches' gathering, SE of Görlitz, 25MAY
39
Fugger and Medici, Prenzlau
Raubritter Bernard Waas, NW of Prenzlau
40
Hansard in Prenzlau
Fugger in Thorn, document
Back to Table of Contents Cities of Germany
--This section contributed by CMB--
(modern names, where applicable, given in square brackets, IFC = Imperial Free City)
CITIES OF THE DANUBE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Augsburg
Mod
IFC, Home of Fugger Bank
Frager/Rat of the Reichstadte
Ulm, Regensburg
Brunn
Brno
Sm
Obervogt/Margrave of Mähren
Olmutz, Pressburg
Graz
Mod
Capital/Duke of Styria
Pressburg
Kufstein
Sm
alpine mines
Obervogt/Duke of Tyrol
Passau, Salzburg
Linz
Sm
Richter/Duke of Styria
Passau, Steyr, Wien
Munchen
Munich
Mod
Capital/Duke of Bavaria
Regensburg, Passau
Olmutz
Olomoue
Sm
bowyers
Capital/Margrave of Mähren
Brunn, Pressburg
Passau
Mod
Capital/Prince-Bishop of Passau
Regensburg, Munchen, Salzburg, Linz
Pressburg
Bratislava
Mod
Erbvogt/King of Hungary
Olmutz, Brunn, Wien, Graz
Regensburg
Mod
IFC
Schultheiss/Rat of the Reichstadte
Passau, Munchen, Augsburg, Ulm
Salzburg
Mod
armourers
Capital/Archbishop of Salzburg
Passau, Kufstein
Steyr
Sm
swordsmiths
Landhofmeister/Duke of Styria
Linz, Wien
Ulm
Lge
Altere Herren/Rat of the Reichstadte
Regensburg, Augsburg
Wien
Vienna
Mod
Free City
Losunger/Rat of the Reichstadte
Linz, Steyr, Pressburg
NON-RIVERINE CITIES OF THE UPPER DANUBIAN BASIN
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Teschen
Sm
importer of superlative bows
Capital/Prince of Teschen
n/a
CITIES OF THE NECKAR
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Heidelberg
Mod
University
Capital/Count Palatine
Worms, Speyer, Stuttgart
Rottweil
Sm
Free City
Burgermeister/Rat of the Reichstadte
Stuttgart
Stuttgart
Mod
armourers
Capital/Duke of Wurttemberg
Rottweil, Heidelberg
NON-RIVERINE CITIES OF THE UPPER DANUBE/RHINE AREA
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Freiburg B
Mod
swordsmiths
Capital/Count of Freiburg
n/a
Hall
Sm
Free City
Alte Herr/Rat of the Reichstadte
n/a
Nördlingen
Mod
IFC, gunsmiths
Schöff/Rat of the Reichstadte
n/a
CITIES OF THE MAIN
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Bamberg
Mod
Capital/Bishop of Bamberg
Nürnberg, Würzburg
Frankfurt M
Mod
IFC
Schultheiss/Rat of Reichstadte
Würzburg, Mainz
Nürnberg
Lge
IFC, finest metalworkers in the Empire
Schultheiss/Rat of Reichstadte
Bamberg
Würzburg
Mod
Capital/Prince-Bishop of Würzburg
Bamberg, Frankfurt M
CITIES OF THE UPPER RHINE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Basel
Mod
Free City
Alte Losunger/Rat of Reichstadte
Strassburg, Zürich, Konstanz
Koblenz
Sm
Capital/Archbishop of Trier
Köln, Trier, Mainz
Konstanz
Constance
Sm
IFC
Schultheiss/Rat of Reichstadte
Zürich, Basel
Mainz
Mod
Capital/Archbishop of Mainz
Koblenz, Frankfurt M, Worms
Speyer
Mod
Independent bishopric
Capital/Bishop of Speyer
Worms, Heidelberg, Strassburg
Strassburg
Lge
Ancient Roman City
Erbvogt/Duke of Burgundy
Speyer, Basel
Worms
Mod
IFC, fine craftsmen and great churches
Burgermeister/Rat of the Reichstadte
Mainz, Heidelberg, Speyer
Zürich
Mod
crossbows and guns
Oberste Hauptmann/Swiss Confederation
Konstanz, Basel
CITIES OF THE MOSEL
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Nancy
Mod
large armour and gunmaking industries
Landhofmeister/Duke of Burgundy
Trier
Trier
Mod
wealthy city
Capital/Archbishop of Trier
Koblenz, Nancy
CITIES OF THE MIDDLE RHINE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Duisberg
Mod
metalworking centre
Obervogt/Count of Cleve
Wesel, Xanten, Köln
Köln
Cologne
Lge
Free City, largest in Empire
Alte Herr/Rat of the Reichstadte
Duisberg, Koblenz
Wesel
Mod
Landhofmeister/Count of Cleve
Xanten, Duisberg, Paderborn, Nymwegen
NON-RIVERINE CITIES OF THE MIDDLE RHINE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Aachen
Mod
Free City, craftsmanship
Schöff/Rat of the Reichstadte
n/a
Kempen
Sm
Landhofmeister/Archbishop of Köln
n/a
Luxemburg
Luxembourg
Mod
Vogt/Duke of Luxemburg
n/a
CITIES OF THE LIPPE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Paderborn
Sm
swordsmiths
Capital/Bishop of Paderborn
Wesel
NON-RIVERINE CITIES OF THE LIPPE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Dortmund
Sm
IFC, gunsmiths
Altere Herren/Rat of the Reichstadte
n/a
Soest
Sm
Free City, armourers
Frager/Duke of Westphalia
n/a
CITIES OF THE LOWER RHINE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Deventer
Sm
clothmaking centre
Erbvogt/Bishop of Utrecht
Zwölle, Nymwegen, Xanten
Nymwegen
Nijmegen
Sm
Dutch Free City
Losunger/Duke of Guelders
Deventer, Xanten
Xanten
Mod
Free City
Alte Losunger/Archbishop of Xanten
Nymwegen, Wesel, Duisberg
Zwölle
Sm
Vogt/Bishop of Utrecht
Deventer, Elberg, Leer
NON-RIVERINE CITIES OF UTRECHT
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Munster
Mod
Capital/Prince-Bishop of Munster
n/a
Osnabrück
Mod
Capital/Bishop of Osnabrück
n/a
CITIES ALONG THE COAST OF THE NORTH SEA
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Bremen
Mod
swords
Vogt/Archbishop of Bremen
Hannover, Braunschweig, Kassel, Hamburg
Elburg
Mod
imports English cloth and bows
Erbvogt/Duke of Guelders
Zwölle
Gröningen
Sm
controlled by Dutch nobles
Vogt/King of Danemark
n/a
Hamburg
Lge
IFC, English imports
Altere Herren/Rat of the Reichstadte
Lüneberg, Brandenberg, Magdeburg, Bremen
Leer
Sm
Free City, missile weapons
Alte Losunger/Rat of the Reichstadte
Bremen, Zwölle
CITIES OF THE WESER
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Fulda
Sm
strategic city
Capital/Prince-Abbot of Fulda
Kassel
Kassel
Mod
Capital/Landgrave of Hesse
Bremen, Fulda
CITIES OF THE ALLER
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Braunschweig
Brunswick
Mod
Capital/Duke of Brunswick
Bremen, Goslar, Hannover
Goslar
Sm
Free City
Altere Herren/Rat of the Reichstadte
Braunschweig
Hannover
Mod
Burggraf/Duke of Brunswick
Bremen, Brunswick
CITIES OF THE ELBE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Berlin
Sm
Burggraf/Margrave of Brandenburg
Fürstenberg, Brandenburg
Brandenburg
Sm
Capital of Prussia
Capital/Margrave of Brandenburg
Berlin, Hamburg, Magdeburg
Burglitz
Sm
Burggraf/King of Bohemia
Prag
Dresden
Mod
armourers, gunsmiths and artisans
Capital/Margrave of Meissen
Wittenberg, St.Joachimsthal, Prag, Kuttenberg
Freiberg
Mod
silver mines
Vogt/Margrave of Meissen
Magdeburg, Wittenberg
Fürstenberg
Sm
Landhofmeister/Margrave of Brandenburg
Berlin
Kuttenberg
Kutna Gora
Sm
great mining centre
Landhofmeister/King of Bohemia
Dresden, Prag
Leipzig
Mod
Free City
Burgermeister/Margrave of Meissen
Magdeburg, Wittenberg
Lüneberg
Mod
Free City
Frager/Rat of the Reichstadte
Hamburg
Magdeburg
Mod
Capital/Archbishop of Magdeburg
Hamburg, Leipzig, Wittenberg, Freiberg
Prag
Prague
Mod
Capital/King of Bohemia
Bürglitz, Kuttenberg, St.Joachimsthal, Dresden
St. Joachimsthal
Sm
surrounded by mines
Obervogt/King of Bohemia
Dresden, Kuttenberg, Prag
Wittenberg
Mod
Capital/Margrave of Meissen
Magdeburg, Leipzig, Freiberg, Dresden
NON-RIVERINE CITIES OF THE MIDDLE ELBE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Erfurt
Mod
IFC, modest armament and great craftsmen
Schöff/Rat of the Reichstadte
n/a
CITIES ALONG THE COAST OF THE BALTIC
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Danzig
Gdansk
Lge
Baltic seaport
Richter/Teutonic Knights
Marienburg, Thorn, Stettin
Flensburg
Sm
many Danish residents
Erbvogt/King of Danemark
Schleswig, Naskskov
Lübeck
Lge
IFC, Centre of Hanseatic League
Oberste Hauptmann/Hanseatic League
Wismar, Schleswig
Naskskov
Sm
Small Danish trade and fishing port
Burggraf/King of Danemark
Vordingbord, Flensburg
Rostock
Mod
Free City, guns
Schöff/Duke of Mecklenburg
Wismar, Stralsund
Schleswig
Mod
Capital/Duke of Schleswig
Flensburg, Lübeck
Stettin
Sczcecin
Sm
Burggraf/Duke of Pomerania
Frankfurt O, Posen, Bromberg, Danzig
Stralsund
Mod
Free City
Burgermeister/Duke of Pomerania
Stettin, Rostock
Vordingbord
Sm
Small Danish trade and fishing port
Obervogt/King of Danemark
Naskskov
Wismar
Sm
Capital/Duke of Mecklenburg
Lübeck, Rostock
CITIES OF THE ODER
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Breslau
Wroclaw
Mod
Great trading city of Silesia
Vogt/Duke of Silesia
Frankfurt O, Posen, Görlitz
Frankfurt O
Mod
Free City
Frager/Margrave of Brandenburg
Stettin, Görlitz, Posen, Breslau
Görlitz
Mod
Capital/Count of Görlitz
Frankfurt O, Breslau
NON-RIVERINE CITIES OF THE ODER
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Prenzlau
Mod
Richter/Duke of Pomerania
n/a
CITIES OF THE WARTHE
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Bromberg
Bvdgoszcz
Mod
Burggraf/Teutonic Knights
Stettin, Frankfurt O, Posen
Posen
Poznan
Sm
Teutonic-Polish fortress
Erbvogt/Teutonic Knights
Stettin, Frankfurt O
CITIES OF THE WEICHSEL
Name
Mod name
Size
Noted for
Ruled by/for
Docks lead to
Marienberg
Malbork
Mod
Fortress capital for the Hochmeister of the Teutonic Order
Capital/Teutonic Knights
Danzig, Thorn
Thorn
Torun
Mod
Teutonic fortress city
Vogt/Teutonic Knights
Marienburg, Danzig
Back to Table of Contents Enemies
--This section contributed by CMB--
All these characteristics vary a lot from one group to another, but I'm not sure what effect it actually has on combat.
Ordinary Humanity:
Rather than show all the possible variations, let's say that humans of all ilk usually wear leather, padded or scale in the 10-15q range and will have weapons ranging from 5q (for city bandits) to under 15q for Sergeants of the guard. Raubritters will have a good weapon (25q) and also good armour (V Plate and L Chain, 20q). Expect to find 25q items in chests in raubritters' towers. Knights Templar appear below.
The values which appear below are not fixed in any given event (except for weapon quality where given). The ones given here are intended as examples, not fixed values.
Beasts and Monsters:
Wild Hunter: Natural Armour - Superb; Natural Weapon - Good
Human servants of Evil:
Rather than show all the possible variations, let's say that human servants of Evil usually wear leather, padded or scale in the 10-15q range and will have weapons ranging from 5q (for villagers) to under 20q for Schulzen and cultists. High witches will have a good weapon (30q) and very good potions, although none are likely to survive the combat.
Human servants of Evil at Great Monastery:
These have armour and weapons in the 20-25q range. Alchemists are weaker.
Alchemist: V - Studded Leather; L - Padded; Dagger +; Potions +
Dark Knight: V - Plate +; L - Plate +; Medium Shield; Long Sword +
Evil Knight: V - Brigandine; L - Chain; 2H Sword
Evil Monk: V - Leather; L - Padded; QuarterStaff +
Templar: V - Plate +; L - Chain +; Large Shield; Two-handed Sword +
Zealot: V - Scale +; L - Studded Leather; Large Shield; Long Sword
Room 5 (Hell Locust): Natural Armour - Superb; Natural Weapon - Very Good
Room 6 (Lancers): no data (menu selection only; loss of 25% in all attributes)
Room 7 (Hell Dragon): Natural Armour - Superb; Natural Weapon - Very Good
Back to Table of Contents Saints
--This section contributed by DA--
The party needs to have knowledge of certain saints in order to get along comfortably in Medieval Germany. Some saints have very high Virtue requirments and are usually only useful to foil the Wild Hunt. I have compiled a list of saints, which I have found useful and which do not require extreme Virtue (listed in parentheses) to learn.
A. Saints who increase local reputation.
Name
Virtue
Increase
Condition
Agnes
19
10-20
must have woman in group
Alexis
28
10-20
Cecilia
41
20-60
person praying must have musical instrument
Florian
17
15-25
if city is Austrian
Odilia
25
15-25
in Strassburg & Basel
B. Allow party to pass over large bodies of water.
Finnian (17)
Florian (17)
C. Increase anyone's Virtue to 20 if less than 20
Edward Confessor (5)
D. Cure the Plague
Sebastian (28)
Roch (19)
E. Prevent ambushes
Wilfrid (25)
Willehad (35)
F. Prevent animal attack
Perpetua (16)
Hubert (34)
G. Scaling walls
Reinold (27)
H. Detecting evil in castle encounters
Isidore (21)
I. Purify evil sites
Boniface (25)
Emydius (31)
J. Dealing with travelling clergy
Dominic (29)
K. Improve Speak Latin/Read/Write for University training
Alcuin (39)
Dominic (29)
Gertrude (26)
Godehard (39)
John CH (37)
Patrick (22) (best improvement)
L. Improve Artifice for picking locks, etc. in mines, castles, & the Fortress
Eligius (29)
Joseph (27)
Reinold (27)
M. Make armor impenetrable to flame weapons
Erasmus (32)
Various other saints could also be listed, but for their high virtue requirement. In general, I try to visit the Monks in each town in order to check out the saints available for study. When the Wild Hunt comes, maybe you will be lucky and already have the saint you need -- virtue does not matter in this instance. Also, many saints temporarily increase strength, endurance, weapons skills, armor value, perception, etc. Reading the saint's "biography" will advise you of the improvements. There are a couple of saints that actually are bad influences; Giles of Portugal is one I can think of. He will permanently decrease strength and endurance.
Back to Table of Contents Summary of Darklands Hint Book
--This review contributed by GRL--
Darklands Clue Book:
I have purchased many hint/clue books over the years for computer games. I made it a policy to buy books for those games that I enjoyed completing enough to want to have a hard copy of what completing the game entailed. The Darklands clue book stands forth as one of the best I have owned. It covers the details of the game in depth. At 124 soft-bound pages, it encompasses everything from character generation, to what bonuses every Saint gives, and to the answers for every riddle. The version I purchased included a 3.5 disk which had the Version 6 Upgrade, a Character Editor, a program that allowed visualization of all Screen Backgrounds, and a program that allowed you to play all the Darkland
Tunes. The date of printing is 1992 and the book is textual in nature with no illustrations.
The layout of the clue book is as follows:
Introduction
Ebhard's Guide to Adventure
Character Creation
The World
Equipment and Combat
Enemies
Alchemy
Religion
Quests
Puzzles and Answers
Final Notes
Below is a brief summary of each chapter with relevant examples.
EBHARD'S GUIDE- A few pages of fiction which describes the making of a game party.
CHARACTER CREATION- This chapter is divided into tables which give all the information about each choice made in character development. I have copied excerpts from each table type to give you a sense of the information contained.
Childhoods:
Wealthy Urban
Occupations:
Monk/Nun
EPs
90
EPs
23
End
-1
End
Str
Str
Agl
Agl
Per
+1
Per
-1
Int
+1
Int
+1
Chr
Chr
__
Attrib
Start
Free
Buy
Total
wEdg
4
0
4
4
wImp
3
1
4
5
wFll
_
2
6
8
wPol
3
0
6
6
wThr
_
1
4
5
wBow
_
0
4
4
wMsD
3
0
4
4
Alch
2
1
4
5
Relg
5
4
5
9
Virt
1
5
5
10
SpkC
5
1
4
5
SpkL
1
3
9
12
R&W
5
3
9
12
Heal
1
2
8
10
Artf
1
1
4
5
Stlh
1
0
2
2
StrW
2
0
0
0
Ride
2
0
1
1
WdWs
_
1
4
5
Special 1 x Saint
So, a Wealthy Urban character would start with Heal=1 and would get Heal +2 free by becoming a Monk with the possibility of buying up to +8 more for a total of +10. Every occupation is covered in the same complete detail.
These tables are followed by a Occupations and Age section. This lists the bonuses for early ages and penalties for older characters.
Ex:
30
35
40
45
50
55
60
65
Agl
-1(-1)
-2(-3)
-2(-5)
-2(-7)
-3(-10)
-3(-13)
-4(-17)
-4(-21)
Reaching age 50 would reduce your Agl by 3 and you would have lost 10 total by age 50.
The next section deals with occupation requirements. E.g.:
Therefore, mapping out a strategy for developing a specific occupation is easily accomplished using this information.
The chapter concludes by listing the equipment each profession begins with and a suggestion of important skills.
THE WORLD- This chapter contains an extensive list of the cities in the game. E.g.:
City
Map
Size
Cath
Univ
BkSm
SdSm
Arm
Bwy
Artf
Clth
Slm
Lhaus
Danzig
H1
7
Yes
No
No
26
25
25
25
26
Yes
Yes
Sizes range from 1-8 and the numbers below the various weapon shops are the quality of wares that they sell. Of note, Clothmakers sell non-metal armor in versions higher than 6 only. Squinting at the map in order to find a city is alleviated by the location numbers. Finding which cities offer those wonderful 40+ weapons and armor is also a breeze.
The Saints offered by each location are randomized at the beginning of each game.
The end of the chapter describes the various locations found with in cities and in the countryside. The descriptions are short and concise.
EQUIPMENT AND COMBAT- Once again, tables are used to cover the specifics of each weapon and armor. E.g.:
Weapon
Speed
Pen
Dmg
Skill
Str
Wgt
Rarity
Price
Falchion
45
2
10
14
15-29
4
4
170
Where lower # for speed are faster, and str above the range receive bonuses.
Area
Armor
Thickness
Wgt
Rarity
Price
Vitals
Scale
3
21
5
900
Other mundane equipment is briefly described, as are the encumbrance levels. The chapter goes on to describe combat in great detail (6 pages). All "To Hit" and "Damage" probabilities based on str, weapon skill, equipment quality, type of weapon/armor, situational effects and speed are spelled out. Admittedly,
this section is a bit tedious. I prefer to just build up my skill, buy good weapons/armor and just assume that this is a good thing to do.
ENEMIES- A very interesting chapter. After all, we all want to know just what is behind all those nasties that have been trashing our party. Replaying the game after buying the manual, though, I did notice that some levels of enemies are not covered. The information is presented entirely as tables, E.g.:
Templar or Preceptor:
Name
Type
End
Str
Agl
Melee
Missile
Templar
A
50
40
50
90
60
B
38
35
20
70
50
C
35
33
20
50
40
Name
Type
Weapon
Shield
Vitals
Limbs
Templar
A
2H Sword 99q
L 35q
Plate 55q
Plate 55q
B
2H Sword 35q
L 30q
Plate 30q
Chain 30q
C
2H Sword 25q
L 25q
Brgdn 25q
Chain 25q
Templars in Darklands are demon-worshipping monks. Types B and C are formidable warriors, with type B sometimes carrying noxious aroma potions. However, type A is the Preceptor, the Templar overlord and leader. He may have noxious aroma and/or eater water potions. The Preceptor also carries one of the most powerful weapons in the game. Unfortunately, over half of it's quality comes from satanic attributes unavailable to you (if captured it is 45q).
Each enemy has such a table and description. Quite thorough and interesting reading.
ALCHEMY- Have a question about alchemy? Then, this is the chapter for you! Nothing is left out. There are three parts: alchemical formulas, probability of success equation and potion effect description. As always, I provide an example of each below.
Formula
Qual
Value
Potion Value
Compon Magic#
Risk
Ingredients
iY Hardarmor
25q
378
264
151mn
High
1 Manganes,1 Aqua Regia,2 Nikel,3 Zinken,4 Sanguine Base
BE Hardarmor
35q
497
249
160mn
Mod
1 Zincblende,1 Aqua Regia,3 Nikel,2 Zinken,3 Sanguine Base
LM Hardarmor
45q
615
225
167mn
Mod
1 Solanaceae,1 Aqua Regia,3 Nikel,,2 Zinken,1 Sanguine Base
Probability of Success = k + ps + int + alch + mn, where k is a constant and the max is 99%.
Fleadust: Anyone within the relatively small cloud loses skills based on the thickness of vitals and limbs armor. Amount varies from 10% lost (if leather and/or padded) to 50% (if all plate). The exact formula is:
Duration of fleadust effects varies with the potion's quality:
quality 25 (al-Razi's) -- 25 sec
quality 35 (Nicolas F's) -- 40 sec
quality 45 (Richard A's) -- 60 sec
As stated, this is a very complete listing. As in the chapter concerning combat, the specific information about potion lengths of effect, % increases to stats, etc. is not really something that you need to know. However, the fact that the information is there to be referenced is a definitely appreciated.
RELIGION - A brief description of the factors influencing prayer success and the length of the effects gained through prayer. This is followed by the complete listing of Saints. E.g.:
So, it is all there. Need to know what a Saint does, calculate how effective you would be at praying to a Saint, or find a Saint that gives the best particular bonus? Then, just look it up.
QUESTS - 20 pages detailing then various quests and objectives of the game. Some minor spoilers are given in these pages. An example would be particular Saints that might aid in a given situation. For greater spoilers, you are referred to a particular number in the answers section of the next chapter. Larger quests (Dragon Dens, for instance) are subdivided (intro, dragon lairs, dragon fighting, dragon causes, rewards). For instance, the Dragon Lairs section tells you that finding dragon lairs is mostly a matter of blind luck.
It also refers you to the answers section of the next chapter where you find:
Dragon lairs may be found in the following areas:
(a) south of Bremen and Northeast of Hannover, in the middle of the geest;
(b) east-northeast of Köln, in a Sauerland valley almost halfway to the
Paderborn-Frankfurt road;
(c) southeast of Goslar, deep in the Harz, a tiny bit southeast of the
river source in the central part of these mountains;
(d) northeast of Frankfurt an der Order and south-southwest of Stettin,
in the middle of the great forest on the north side of the Warthe River;
(e) north of St. Joachimsthal, at the top of an Erzgebirge peak (the
specific mountaintop is just a tiny bit west of a line running directly
north of the city);
(f) north of Passau and south-southwest of Burglitz, on a mountain peak
in Böhmer Wald just south of the source of the west branch of the
Moldau River;
(g) west-northwest of Freiberg-im-Breisgau and north-northwest of Basel,
in the mountains west of the Rhine, on a west-slope hilltop between the
two river sources (the rivers run north-northwest toward Nancy);
(h) in the Tauren southeast of Steyr, southwest of Wien, and west-northwest
of Graz, in the alpine range along the south side of the small river that
eventually runs to Steyr and Linz. The specific mountain is near
the eastern end of this range.
This information is nicely described and only read it if you choose to go to the next chapter and look it up. I am very fond of the approach that allows you to peruse the general info without major spoilers present. The information that is given is well constructed and thought out.
Actually, I found Dragons in the two games that I completed before buying the book. Kept on refighting them too ;) The book mentions locations (it also mentions the High Sabbat locations, etc.). When replaying the game after buying the book I visited one of the locations and got the "burned out and lifeless area message", but I could not track down the lair in that location. I think you just have to look at each until you find the right one(s) in a given game.
PUZZLES AND ANSWERS - This chapter is structured much like the last. Each puzzle is listed out with a verbal work through. The answers are not given directly, but are referred to in the latter half of the chapter. E.g.:
Puzzle #3:
The path is blocked by an iron door. Flanking it are two paintings of
grotesque dwarfs. One painting animates and speaks aloud, pointing to the
other: 'Brothers and sisters have I none, but that man's father is my father's
son. Tell me who that man is, and the door opens.' What is the answer?
The wrong conclusion may release a dwarf trap!
You consider carefully, then answer...
...himself
...his father
...his son
...his grandson
Hint: If I have no siblings, who is 'my father's son'? Answer: See #27"
Look up #27 and you get "#27: 'My father's son' must be me. Thus, the painting is saying '...that man's father is 'me'.' Hence, the other painting is his son."
Wow! Not only the answer, but an explanation to boot. All answers in this section are handled in this manner.
The book concludes with a description of the various versions of the game, minor system tweaking, the use of type mem.log to check the power (1-10) of your party (sixth column) and thanks to those individuals that worked on Darklands without being mentioned in the original manual.
I hope that my examples have given you a feel for why I rate this clue book so highly. It essentially removes all the blindspots from the game and gives you solid information to fill them. The writing is excellent and great effort is given to make all the material easy to interpret and a pleasure to peruse. My only complaint is that it appears as though the authors of the book were never listed and they did such an excellent job. Kudos. Back to Table of Contents
Back to section 4: Game Considerations (Advanced Game)
5. Lists, tips and other paraphernalia for the DARKLANDS voyager
Rare items and places in DARKLANDS (Holy relics, Devil's Bridge, etc.)
--This section provided by CMB--
a. Holy Relics
These are found in evil monasteries, locked in chests. Once in the hands of the group, they are freed and can be returned to a cathedral (not just any church) in a city. The return of these holy relics does not appear to confer any direct benefits on your group in the way of improving individual characteristics, but each donation transfers 30 points or so to improve your local reputation. It would appear that a donation of more than one relic per day does not, however, grant more increases. If a player has more than one relic, he should spread the donations over a few days, or a few cities.
Some holy relics can be used by the group, others cannot. All those with 99q are not useable or saleable, and all weapons (with less than 99q) can be equipped and used as regular weapons. Other than their obvious quality, useable holy relics may or may not have other beneficial properties. Certainly, no items of such quality can be purchased anywhere.
Useable
S.Arnulf's Greatsword (55q)
S.Olaf's Battleaxe (55q)
S.George Greatsword (60q)
S.Dunstan Hammer (65q)
Spar [Club] of Erasmus (50q)
Spear of Longinus (65q)
Staff of S.Patrick (60q)
S.Hubert's Bow (55q)
Unuseable (99q)
Thorn of the Crown
S.Mary's Tears
S.Catherine Pain
S.Edward's Ring
S.Emydius Finger
S.Gabriel's Horn
S.Ita's Needle
S.Kessog Medallion
S.Odo's Testament
S.Odilia's Oil
S.Raphael's Water
S.Swithbert's Foot
S.Willehad's Shoe
S.Thealeaus' Spoon
b. The Devil's Bridge, the Good Witch
--This section provided by CMB--
The Devil's Bridge can be found before entering the village of South Nurn. 'Nuff said.
The good witch can be found in a tower SW of Magdeburg. She will evaluate your level of training to determine whether you are capable of taking on the evil that lurks in the darklands. You can return to this place for a quick appraisal.
c. Clothing Manufacturers in cities
--This section provided by CMB--
As was pointed out by Chris Meadows (robotech@eyrie.stanford.edu), clothiers will never sell you anything during the day, but if you go back at night...
Back to Table of Contents
List of cities with Cathedrals, Universities
--This section provided by CMB--
In Universities, you can combine most of the functions of some of the other learning institutions, the Kloster and the Alchemist. The University will allow you to learn about saints or purchase alchemical material (the physician also), and to upgrade your Philosopher's Stone. Furthermore, you can hire the services of a professor to teach the following subjects: Alchemy, Religion, Speak Latin, Read and Write and Healing. The first can also be obtained from an Alchemist, the middle three from a Kloster and the last from a Physician. Note that cities not listed here have neither a Cathedral nor a University.
Cathedral:
- Aachen
- Augsburg
- Bamberg
- Basel
- Brandenburg
- Braunschweig
- Breslau
- Bremen
- Brunn
- Danzig
- Erfurt
- Flensburg
- Frankfurt O
- Freiberg
- Freiburg B
- Goslar
- Hamburg
- Köln
- Konstanz
- Leipzig
- Lübeck
- Luxemburg
- Magdeburg
- Mainz
- Munster
- Osnabrück
- Paderborn
- Prag
- Schleswig
- Soest
- Speyer
- Strassburg
- Stuttgart
- Thorn
- Trier
- Worms
- Würzburg
- Xanten
- Zurich
University:- Erfurt
- Heidelberg
- Köln
- Leipzig
- Nürnberg
- Prag
- Rostock
- Würzburg
Back to Table of ContentsStrange things in the game
--This section provided by CMB--Grappling Hook, Rope
(NOTE AvL) A rope is of use for leaving a town by the city wall, entering a cave on top of a mountain, getting yourself out of the pit in the mines and dragging a companion out of the quicksand when travelling through a bog. I believe a grappling hook supports most of these purposes as well. However, all occasions for using a rope include different options which will serve the special purpose more accurately. Leaving the pit with the help of a Stone-Tar potion is guaranteed success better than anything else, leaving the town by a sewer rather than climbing up the wall using a rope, and getting your comrade out of the mud is properly done with a Transformation potion.Harp, Flute
(NOTE CMB) To be used in combination with prayers to St.Cecilia, Patron Saint of music, who, among other thing "enhances local reputation greatly if the person has a musical instrument".Superb Horse, Fast Horse, Average Horse, Pack Horse, Mule
(NOTE DA) Superb horses increase the travel speed of the party. The best indicator for this is the night/day icon in the upper right corner of the display: it really slows down when the group has superb horses. It will speed up again in mountainous and forested areas or anywhere the going gets tough. I have never found whether the party needs only one superb horse or whether everyone needs one -- anyone know? I am not sure, but I think that the best places to seek out superb horses are in villages (that's where I usually find them) or monasteries.
(NOTE AvL) With horses, you have the option to make an attempt to outrun boars, wolves and the Wild Hunt. Yet, I haven't figured out (or just can't remember) if this works if only one of your party members owns a horse. Nor did I find out if a fast or a superb horse increases your chance of success proportionally. But I guess your riding skill will affect this as well. Also, when meeting pilgrims, sick people or displaced villagers, you can offer your mules to them for easing their travellings, which increases your virtue. What I can say, is that horses and so on are significant only if your purse grows too heavy }-) I haven't noticed a better traveling speed or anything like that.
(NOTE CMB) Furthermore, horses appear in towns. They don't seem to affect the price of your lodgings, but they are mentioned if you go to the port at night, as part of an attempt to escape from a city.
Tusk of a boar
Back to Table of Contents
Things with no apparent purpose in the game
--This section provided by CMB--
If anyone knows of any use for these objects, please contact the authors.
Clock
Gold Cup
Wolfskin
Back to Table of Contents
Bits and pieces
The following is quoted from Microprose, README.TXT distributed with patch 483.07
CHARACTERS LEAVING BATTLE by STAIRS or LADDERS
If a character uses a ladder or stairway (a "portal") to change floors, remember that the character is now inaccessible except through the appropriate number key (1 through 5) on the keyboard. Please review pages 35-36 of the manual if you're confused.
Also note that "Multiple Portals" is more flexible than the manual suggests. If all survivors have left the original floor in different directions, the view shifts to the character who departed last. However, we still recommend that you rejoin the party immediately, since various functions (including group mode) may be confused by a party split onto various floors.
UNCERTAIN FATES & PRISONERS
Sometimes a character will suffer an uncertain fate. A series of "?" symbols appear in the blue character box. Such characters may be dead, may be a prisoner in a nearby city, or may have escaped their fate and be waiting for you at some nearby city inn.
To rescue a prisoner, you must get into the dungeons of the city hall. If forced into a fight, you must kill ALL the guards. Accomplishing this will free your compatriot.
--This part of the section provided by DA--
1. Do you want to beat that bothersome knight who keeps challenging you to a joust or ride? Pray to Christoph (31) or George (23), defeat the knight, and increase your reputation.
2. The person using a rope to climb up something should remove all armor and weapons before climbing.
3. If the party is fighting just one strong enemy (raubritter, demon, etc.) he will fight with only one of your party. That means the other three may do battle using their berserk mode thus making short work of the enemy.
4. Once the party has some experience and skill, they may gain money at an accelerated pace by scouring the countryside for castles with evil rulers. Using Roch and Reinold or other saintly combinations, the party can discern whether or not the ruler is a good man or an evil man and then sneak into the castle if he is evil. There are usually bountiful goodies inside.
5. A note on the Wild Hunt. I think someone mentioned some specific saints who would stop the Wild Hunt. In my experience, the saint needed to end the hunt is never the same from one game to the next.
6. Sometimes I think I am repeating myself. Has anyone mentioned that when a character retires, he or she takes 1/5 of the group's wealth?
7. Here is what I know of the dwarf king mine question that Alex posed. On the second level down there are two ladders downward; one leads to the dwarf's treasure and the other leads to the dwarf himself. Take the treasure level first which consists of a couple more levels down before you reach the treasure. This path leads to the area where the gnomes keep multiplying as fast as you can kill them. The best thing to do is to run from them and escape to the next level down. This takes some dexterity and maneuvering since each member of the party must move as an individual. When you have retrieved the dwarf's treasure, return to the second level down from the surface and take the other ladder down to find the dwarf. The obvious thing to do when you meet him is to trade his treasure for returning the mine to the miners.
Michael Nemeth (v-vsmn@microsoft.com) contacted us with the following information about how to use a "feature" of the game to cheat.
A few months ago, I very accidentally discovered a way to duplicate any item that you have without the use of an outside editor. I'm usually not one to cheat in games at all, but since this is the first "cheat" of this type that I have found on my own, without any help, I can't resist using it every great once a while. You start by going to the Inn in any city. Select "Store an item with the Innkeeper". Put whatever items you want to duplicate in the storage cache. Leave the the cache and then select "Store an item with the Innkeeper" again. Retrieve the items you have in storage, and DO NOT LEAVE the storage cache. Instead, hit ALT-L (for load game). At the Load Game menu, select "Return to Game". You will be returned to your game, but instead of appearing in the Storage Cache, you will notice that you are carrying the items you wanted to duplicate. Select "Store an item with the Innkeeper" once again, and the items will also be in the storage cache, ready to be picked up!! This is a way not only to keep your characters in good equipment, but basically have an unlimited source of cash. If you really want to tear through the game, just make one of each 45 quality potion, and duplicate to your hearts content. This can really be used for hard-core cheating if you're into that, but it can also be a way to give yourself that one extra 45-quality Composite bow that you can't find (or duplicate those holy relics, but I think that is a little sacreligious ;-) ) I don't know whether many people know about this, but I figured I would share it, just in case.In a later message, Michael adds:Just to let you know, after a little experimenting, I've found that this duplicating trick only works in version 483.06, but it has worked in every install I've tried. I guess for version 483.07, they found it and fixed it. (In version 7, there is no "Return to Game" option from the Load Game screen.)Back to Table of ContentsStupid things about DARKLANDS
--This section provided by CMB--
1. Characters have no real limit on how much they can carry, even though weight for each object is given.
2. There is never a shortage of any particular good for sale. No matter where you go, you can always buy any number of a particular item for sale. Considering that Germany was not yet the rich nation it later became, it seems unlikely there would be an unending number of all items for sale at any given time.
3. There is no difference in size for various characters (Gretch can wear Gunther's armour and vice versa, an unlikely occurence in real life).
4. There is no need to eat or sleep while on the road. Normally, I would say this has been abstracted for the sake of simplicity, but for a game that actually requires you to decide what your characters do every hour of every day, you would think eating and sleeping might be requirements, rather than simply optional. Also, travelling is continuous, with no stops at night, unless you desire to do so. Your characters will cross Germany from end to end without stopping to rest or eat.
5. Travelling further by water does not cost more. Assuming it costs 3 groschen to go from Vordingbord to Naskskov, and it costs 3 groschen to go from Naskskov to Flensburg, it doesn't cost more than one fare to go from Vordingbord to Naskskov and continue on to Flensburg and even further, all the way to Thorn, if the opportunity arises.
6. Germans are extremely honest people; nothing you carry with you is ever stolen without your knowledge, or being able to fight to keep it.
7. You are never caught unaware, with your pants down and your weapons unready, unless the player has chosen to unequip his characters ahead of time.
8. No one ever bolts from combat, everyone fights to the death, unless the player chooses otherwise. Non-player characters die with their boots (or hooves) on.
9. A player character who has not been attacked will not involve itself in the defense of others, but a non-player character will.
10. Characters on the point of death can still strike with full force.
11. Armour and weapons never degrade as a result of regular combat. Only alchemical weapons cause armour to degrade.
12. Characters can pass things to one another, even though they're rooms apart.
13. The Archbishop of Trier has two capitals, Trier and Koblenz.
Back to Table of Contents
List of the First 40+ significant jobs and significant events in one game
--This section contributed by CMB--
This is the list of the first 40 jobs of a particular game. This is not intended to suggest that the events will take this course, but only as a guide to the types of jobs one can expect. This also does not include random events, such as wilderness or town encounters. Also, it should be noted that the game was on the easiest setting but not enhanced by save editors.
Back to Table of Contents
Cities of Germany
--This section contributed by CMB--
(modern names, where applicable, given in square brackets, IFC = Imperial Free City)
CITIES OF THE DANUBE
Enemies
--This section contributed by CMB--
All these characteristics vary a lot from one group to another, but I'm not sure what effect it actually has on combat.
Ordinary Humanity:
Rather than show all the possible variations, let's say that humans of all ilk usually wear leather, padded or scale in the 10-15q range and will have weapons ranging from 5q (for city bandits) to under 15q for Sergeants of the guard. Raubritters will have a good weapon (25q) and also good armour (V Plate and L Chain, 20q). Expect to find 25q items in chests in raubritters' towers. Knights Templar appear below.
The values which appear below are not fixed in any given event (except for weapon quality where given). The ones given here are intended as examples, not fixed values.
Beasts and Monsters:
- Bear: Natural Armour - Excellent; Natural Weapon - Fair
- Boar: Natural Armour - Very Good; Natural Weapon - Poor
- Dragon: (haven't noted)
- Dwarf: Natural Armour - Very Good; Natural Weapon - Fair [Maul (15Q)]
- Dwarf King: (haven't noted)
- Giant Spider: Natural Armour - Fair; Natural Weapon - Fair
- Gnome: Natural Armour - Very Good; Natural Weapon - Poor
- Holzfrau: (not significant, one does not fight Holzfrau)
- Kobold: Natural Armour - Excellent; Natural Weapon - Fair
- Ogre: (listed but never encountered one)
- Schrat: Natural Armour - Excellent; Natural Weapon - Fair
- Tatzelwurm: Natural Armour - Fair; Natural Weapon - Good
- Werewolf: (listed but never encountered one)
- Wolf: Natural Armour - Fair; Natural Weapon - Poor
Supernatural:- Demon: Natural Armour - Good; Natural Weapon: Poor to Fair
- Demon Lord: Natural Armour - Superb; Natural Weapon - Good
- Gargoyle: Natural Armour - Good; Natural Weapon - Fair
- Hellhound: Natural Armour - Fair; Natural Weapon - Fair
- Skeleton: Natural Armour - Good; Natural Weapon - Good [Battle Axe (10Q)]
- Wild Hunter: Natural Armour - Superb; Natural Weapon - Good
Human servants of Evil:Rather than show all the possible variations, let's say that human servants of Evil usually wear leather, padded or scale in the 10-15q range and will have weapons ranging from 5q (for villagers) to under 20q for Schulzen and cultists. High witches will have a good weapon (30q) and very good potions, although none are likely to survive the combat.
Human servants of Evil at Great Monastery:
These have armour and weapons in the 20-25q range. Alchemists are weaker.
- Alchemist: V - Studded Leather; L - Padded; Dagger +; Potions +
- Dark Knight: V - Plate +; L - Plate +; Medium Shield; Long Sword +
- Evil Knight: V - Brigandine; L - Chain; 2H Sword
- Evil Monk: V - Leather; L - Padded; QuarterStaff +
- Templar: V - Plate +; L - Chain +; Large Shield; Two-handed Sword +
- Zealot: V - Scale +; L - Studded Leather; Large Shield; Long Sword
Evil Minions at the Citadel of the Apocalypse:- Antechamber (Big Gnome): Natural Armour - Very Good; Natural Weapon - Fair
- Room 1 (Demon): Natural Armour - Good; Natural Weapon - Poor
- Room 2 (Vulcan): Natural Armour - Very Poor; Natural Weapon - Fair
- Room 3 (Alchemist): V - Studded Leather; L - Padded; Dagger +; Potions +
- Room 4 (Skeleton): Natural Armour - Good; Natural Weapon - Good [Battle Axe]
- Room 5 (Hell Locust): Natural Armour - Superb; Natural Weapon - Very Good
- Room 6 (Lancers): no data (menu selection only; loss of 25% in all attributes)
- Room 7 (Hell Dragon): Natural Armour - Superb; Natural Weapon - Very Good
Back to Table of ContentsSaints
--This section contributed by DA--
The party needs to have knowledge of certain saints in order to get along comfortably in Medieval Germany. Some saints have very high Virtue requirments and are usually only useful to foil the Wild Hunt. I have compiled a list of saints, which I have found useful and which do not require extreme Virtue (listed in parentheses) to learn.
A. Saints who increase local reputation.
- Finnian (17)
- Florian (17)
C. Increase anyone's Virtue to 20 if less than 20- Edward Confessor (5)
D. Cure the Plague- Sebastian (28)
- Roch (19)
E. Prevent ambushes- Wilfrid (25)
- Willehad (35)
F. Prevent animal attack- Perpetua (16)
- Hubert (34)
G. Scaling walls- Reinold (27)
H. Detecting evil in castle encounters- Isidore (21)
I. Purify evil sites- Boniface (25)
- Emydius (31)
J. Dealing with travelling clergy- Dominic (29)
K. Improve Speak Latin/Read/Write for University training- Alcuin (39)
- Dominic (29)
- Gertrude (26)
- Godehard (39)
- John CH (37)
- Patrick (22) (best improvement)
L. Improve Artifice for picking locks, etc. in mines, castles, & the Fortress- Eligius (29)
- Joseph (27)
- Reinold (27)
M. Make armor impenetrable to flame weapons- Erasmus (32)
Various other saints could also be listed, but for their high virtue requirement. In general, I try to visit the Monks in each town in order to check out the saints available for study. When the Wild Hunt comes, maybe you will be lucky and already have the saint you need -- virtue does not matter in this instance. Also, many saints temporarily increase strength, endurance, weapons skills, armor value, perception, etc. Reading the saint's "biography" will advise you of the improvements. There are a couple of saints that actually are bad influences; Giles of Portugal is one I can think of. He will permanently decrease strength and endurance.Back to Table of Contents
Summary of Darklands Hint Book
--This review contributed by GRL--
Darklands Clue Book:
I have purchased many hint/clue books over the years for computer games. I made it a policy to buy books for those games that I enjoyed completing enough to want to have a hard copy of what completing the game entailed. The Darklands clue book stands forth as one of the best I have owned. It covers the details of the game in depth. At 124 soft-bound pages, it encompasses everything from character generation, to what bonuses every Saint gives, and to the answers for every riddle. The version I purchased included a 3.5 disk which had the Version 6 Upgrade, a Character Editor, a program that allowed visualization of all Screen Backgrounds, and a program that allowed you to play all the Darkland
Tunes. The date of printing is 1992 and the book is textual in nature with no illustrations.
The layout of the clue book is as follows:
- Introduction
- Ebhard's Guide to Adventure
- Character Creation
- The World
- Equipment and Combat
- Enemies
- Alchemy
- Religion
- Quests
- Puzzles and Answers
- Final Notes
Below is a brief summary of each chapter with relevant examples.EBHARD'S GUIDE- A few pages of fiction which describes the making of a game party.
CHARACTER CREATION- This chapter is divided into tables which give all the information about each choice made in character development. I have copied excerpts from each table type to give you a sense of the information contained.
Special 1 x Saint
So, a Wealthy Urban character would start with Heal=1 and would get Heal +2 free by becoming a Monk with the possibility of buying up to +8 more for a total of +10. Every occupation is covered in the same complete detail.
These tables are followed by a Occupations and Age section. This lists the bonuses for early ages and penalties for older characters.
The next section deals with occupation requirements. E.g.:
Therefore, mapping out a strategy for developing a specific occupation is easily accomplished using this information.
The chapter concludes by listing the equipment each profession begins with and a suggestion of important skills.
THE WORLD- This chapter contains an extensive list of the cities in the game. E.g.:
The Saints offered by each location are randomized at the beginning of each game.
The end of the chapter describes the various locations found with in cities and in the countryside. The descriptions are short and concise.
EQUIPMENT AND COMBAT- Once again, tables are used to cover the specifics of each weapon and armor. E.g.:
Other mundane equipment is briefly described, as are the encumbrance levels. The chapter goes on to describe combat in great detail (6 pages). All "To Hit" and "Damage" probabilities based on str, weapon skill, equipment quality, type of weapon/armor, situational effects and speed are spelled out. Admittedly,
this section is a bit tedious. I prefer to just build up my skill, buy good weapons/armor and just assume that this is a good thing to do.
ENEMIES- A very interesting chapter. After all, we all want to know just what is behind all those nasties that have been trashing our party. Replaying the game after buying the manual, though, I did notice that some levels of enemies are not covered. The information is presented entirely as tables, E.g.:
Templar or Preceptor:
Each enemy has such a table and description. Quite thorough and interesting reading.
ALCHEMY- Have a question about alchemy? Then, this is the chapter for you! Nothing is left out. There are three parts: alchemical formulas, probability of success equation and potion effect description. As always, I provide an example of each below.
Probability of Success = k + ps + int + alch + mn, where k is a constant and the max is 99%.
Fleadust: Anyone within the relatively small cloud loses skills based on the thickness of vitals and limbs armor. Amount varies from 10% lost (if leather and/or padded) to 50% (if all plate). The exact formula is:
Duration of fleadust effects varies with the potion's quality:
- quality 25 (al-Razi's) -- 25 sec
- quality 35 (Nicolas F's) -- 40 sec
- quality 45 (Richard A's) -- 60 sec
As stated, this is a very complete listing. As in the chapter concerning combat, the specific information about potion lengths of effect, % increases to stats, etc. is not really something that you need to know. However, the fact that the information is there to be referenced is a definitely appreciated.RELIGION - A brief description of the factors influencing prayer success and the length of the effects gained through prayer. This is followed by the complete listing of Saints. E.g.:
So, it is all there. Need to know what a Saint does, calculate how effective you would be at praying to a Saint, or find a Saint that gives the best particular bonus? Then, just look it up.
QUESTS - 20 pages detailing then various quests and objectives of the game. Some minor spoilers are given in these pages. An example would be particular Saints that might aid in a given situation. For greater spoilers, you are referred to a particular number in the answers section of the next chapter. Larger quests (Dragon Dens, for instance) are subdivided (intro, dragon lairs, dragon fighting, dragon causes, rewards). For instance, the Dragon Lairs section tells you that finding dragon lairs is mostly a matter of blind luck.
It also refers you to the answers section of the next chapter where you find:
Dragon lairs may be found in the following areas: (a) south of Bremen and Northeast of Hannover, in the middle of the geest; (b) east-northeast of Köln, in a Sauerland valley almost halfway to the Paderborn-Frankfurt road; (c) southeast of Goslar, deep in the Harz, a tiny bit southeast of the river source in the central part of these mountains; (d) northeast of Frankfurt an der Order and south-southwest of Stettin, in the middle of the great forest on the north side of the Warthe River; (e) north of St. Joachimsthal, at the top of an Erzgebirge peak (the specific mountaintop is just a tiny bit west of a line running directly north of the city); (f) north of Passau and south-southwest of Burglitz, on a mountain peak in Böhmer Wald just south of the source of the west branch of the Moldau River; (g) west-northwest of Freiberg-im-Breisgau and north-northwest of Basel, in the mountains west of the Rhine, on a west-slope hilltop between the two river sources (the rivers run north-northwest toward Nancy); (h) in the Tauren southeast of Steyr, southwest of Wien, and west-northwest of Graz, in the alpine range along the south side of the small river that eventually runs to Steyr and Linz. The specific mountain is near the eastern end of this range.This information is nicely described and only read it if you choose to go to the next chapter and look it up. I am very fond of the approach that allows you to peruse the general info without major spoilers present. The information that is given is well constructed and thought out.
Actually, I found Dragons in the two games that I completed before buying the book. Kept on refighting them too ;) The book mentions locations (it also mentions the High Sabbat locations, etc.). When replaying the game after buying the book I visited one of the locations and got the "burned out and lifeless area message", but I could not track down the lair in that location. I think you just have to look at each until you find the right one(s) in a given game.
PUZZLES AND ANSWERS - This chapter is structured much like the last. Each puzzle is listed out with a verbal work through. The answers are not given directly, but are referred to in the latter half of the chapter. E.g.:
Puzzle #3: The path is blocked by an iron door. Flanking it are two paintings of grotesque dwarfs. One painting animates and speaks aloud, pointing to the other: 'Brothers and sisters have I none, but that man's father is my father's son. Tell me who that man is, and the door opens.' What is the answer? The wrong conclusion may release a dwarf trap! You consider carefully, then answer... ...himself ...his father ...his son ...his grandson Hint: If I have no siblings, who is 'my father's son'? Answer: See #27"Look up #27 and you get "#27: 'My father's son' must be me. Thus, the painting is saying '...that man's father is 'me'.' Hence, the other painting is his son."Wow! Not only the answer, but an explanation to boot. All answers in this section are handled in this manner.
The book concludes with a description of the various versions of the game, minor system tweaking, the use of type mem.log to check the power (1-10) of your party (sixth column) and thanks to those individuals that worked on Darklands without being mentioned in the original manual.
I hope that my examples have given you a feel for why I rate this clue book so highly. It essentially removes all the blindspots from the game and gives you solid information to fill them. The writing is excellent and great effort is given to make all the material easy to interpret and a pleasure to peruse. My only complaint is that it appears as though the authors of the book were never listed and they did such an excellent job. Kudos.
Back to Table of Contents
On to section 6: Additional files